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I don’t know if my PC hates Unreal, but I cannot explain how a simple game, at 720p low, runs the same as ultra 2K: 10-15fps.

I liked how the music had this little stereo bounce on the lead synth. Very little details like these are what make audio design stand out. Well mixed, well implemented, a loop that transitions smoothly (or that matches the game’s length). That’s pretty well executed.

Again, from personal experience, I did happen to live through an earthquake/tsunami (iirc, it was an 8.8 Richter scale earthquake? it’s the Chile 2010 one if you wanna look it up). The idea itself has a lot of it that’s actually real. We did have to hide, although the instructions were to stay inside during the earthquake, then go uphill for the wave. It was a speedrun for survival.

This is quite a perfect example of a “calm before the storm, after another storm”

Tsunamis always have a moment of calm after an earthquake where nothing happens, but then the wave hits and there’s your storm. And the anxiety is perfect for this theme.

Twist the idea a little bit, see how people react to tsunamis in real life, maybe even change it to an uphill race to survival, however dark it might be. And there you go, perfect interpretation of the concept.

And my last thing is… why does the timer start when I’m at the top waiting for the camera to go down? I couldn’t even begin to walk until it was 1/4 gone. I speedran to hide and… ok got to several places and got confused as to what did I do wrong?

Apart from that, the music and interpretation of the theme were very very solid. But I agree with the rest: it feels incomplete. It has solid foundations, though.

(+1)

Thanks so much for your review and feedback - I really appreciate it :) 

I do not know what is loading your PC so much, most likely it was a water shader, you can throw off the configuration of your PC to understand how Unreal works